HOME | ABOUT | FORUM | FILES | ARTICLES | MULTIPLAYER | FAQ | STORE | GALLERY
Terms of use • Privacy statement  
 


» Welcome Guest
[ Log In :: Register ]

Pages: (3) < 1 2 [3] >

[ Track this topic :: Email this topic :: Print this topic ]

Topic: Problem dodo heli for oculus rift< Next Oldest | Next Newest >
higgy_de
(HC722HI)
Offline





Group: Member
Posts: 26
Joined: Jan. 2017
Posted: Feb. 07 2017,01:20

thats sounds good , thanks for your work  :D

--------------
regards, Higgy
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Feb. 10 2017,19:45

I've gotten to the bottom of what the difference is between the 206 running in FSX on its own and when it is running with FlyInside.  

The 206 programming and gauges are located within DodoSimFSX206.gau (located in FSX\Gauges).  This "C gauge" file is actually a Windows dll.

Normally when FSX loads an aircraft it loads and initialises the dll and when a different aircraft is selected, the dll is unloaded.  (Same thing happens if the aircraft is re-loaded or the flight reset.)

When the 206 is subsequently re-selected, the dll is re-loaded and re-initialised.  But when FlyInside is running, the dll is not unloaded.  This means when the 206 re-initialises (if re-loaded or re-selected) the dll is not re-loaded.  This means that all the static data variables are as they were before but the initialisation routine is not expecting this and strange things happen due to memory pointers, etc.

So, my way forward now is to re-write the variable management code to ensure that all static data is forcefully re-initialised immediately upon start-up.  Hopefully this will fix the problem, but it may take me a few days to do.  

In the meantime, I shall contact FlyInside and see if I can find out exactly why this difference in behaviour is occurring.

Si
Back to top
Profile PM 
LONE WOLF 61 A
(HC447LO)
Offline





Group: Student Pilot
Posts: 257
Joined: July 2013
Posted: Feb. 12 2017,12:06

Hi  Simon, been following this thread. Sorry to on here rather than start a new post . However does Dodosim have any problems using HTC VIVE ?  :cool:

--------------
D.L.Jones
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Feb. 12 2017,16:22

Theoretically, it shouldn't because what FlyInside does is to intercept the D3D rendering pipeline and render it to the VR device. So the Dodo isn't even aware of where it's being rendered to.  

The problem I've identified is that when FlyInside is running the .gau dll stays resident in memory instead of being unloaded when the aircraft is switched.  This causes problems when it's re-selected because it tries to initialise Windows functions that are already initialised.  So the incompatibility is a side effect of a change in behaviour of the sim somehow caused by how FlyInside works.  That said, now I know what the issue is, I should be able to work around it.  This problem I imagine applies to all VR headsets. But even then, many people don't seem to be having any problem at all, or just the occasional crash when loading the aircraft.

Si
Back to top
Profile PM 
LONE WOLF 61 A
(HC447LO)
Offline





Group: Student Pilot
Posts: 257
Joined: July 2013
Posted: Feb. 12 2017,20:29

Thanks Simon for your prompt reply  :cool:

--------------
D.L.Jones
Back to top
Profile PM 
higgy_de
(HC722HI)
Offline





Group: Member
Posts: 26
Joined: Jan. 2017
Posted: Feb. 17 2017,12:28

Quote (Simon853 @ Feb. 06 2017,21:33)
I am continuing to investigate.

Hello Simon,
did you go on with it ?
I can use ( as you know via email) the "Utility", but it would be great to fly the other versions also :) .my "diy Sim-seat" is nearly ready to test ;)


Edited by higgy_de on Feb. 17 2017,12:28

--------------
regards, Higgy
Back to top
Profile PM 
DonaldTraill1
(HC061DO)
Offline





Group: Member
Posts: 8
Joined: May 2016
Posted: Feb. 18 2017,05:58

I was getting a crash every time with the Dodo and Rift. However I think the problem was my throttle and prop RPM setup. I recently set my sim up for a twin with separate controls for throttle 1&2 and RPM 1&2. The Dodo I think was looking for a master throttle and RPM which I did not have mapped. I have just completed several successful flights in the Rift with the Dodo after re=mapping my throttle and RPM controls temporarily.

Hope this helps...

Donald
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Feb. 21 2017,11:53

Donald,
Yes, the Dodo does expect the "general" axes to be mapped rather than the engine 1 axes, (which are blocked within the code.)  This was done to alleviate a lot of odd problems.  There is a debug switch I can let you know of to re-enable alternative inputs if you like.  Regardless, this shouldn't have any impact on VR use though.

Higgy,
I've not found anything else.  FlyInside are looking at how their code links into loaded aircraft dlls to see if there's a problem there.  It doesn't make sense to me why one variant would work and others not.  The only differences are in the 3D model and aircraft.cfg file (for weight and drag values.)

Si
Back to top
Profile PM 
higgy_de
(HC722HI)
Offline





Group: Member
Posts: 26
Joined: Jan. 2017
Posted: Feb. 27 2017,15:15

now also the Utility crash at 100 % i try .. :(
I only Change the collective pitch  hardware ... ( i buy last week )
http://www.rc-sim.de/wbb3....-oculus


--------------
regards, Higgy
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Mar. 01 2017,11:49

That does sound strange.  Changing hardware controller should not effect anything.  The Dodo doesn't even communicate with joystick drivers.  It gets all the axis information it needs from FSX through SimConnect.

FlyInside have not been able to get the Dodo to crash at all, either with the original .gau .dll or the tweaked one I sent you.

Si
Back to top
Profile PM 
DonaldTraill1
(HC061DO)
Offline





Group: Member
Posts: 8
Joined: May 2016
Posted: Mar. 12 2017,14:06

Hello Simon. I would like to be able to remap my Dodo so I can still be set up to fly twin engines with quadrant. How does the debug switch work?

Thanx in advance

Donald
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Mar. 14 2017,19:11

Donald,

In your saved flights folder (typically Documents\Flight Simulator X Files) create a text document in notepad called "Dodosim 206 FSX_debug.cfg".

In side this file, place the line (exactly as written):

ALLOWALTERNATEAXES=YES

This should allow the axis mapped to propeller 1 and throttle 1 to control the 206.  However, if you also have axes mapped the general axes then you will likely encounter clashes and undefined behaviour.

Regards,

Si
Back to top
Profile PM 
Dwight_js
(HC693DW)
Offline





Group: Member
Posts: 1
Joined: May 2017
Posted: May 03 2017,21:48

Just wondering if a solution was ever found to this issue?

Ever since I got my Rift I've been doing nothing but low level vfr flying, mostly in helicopters, and I absolutely cannot go back to flying on screens - I've tried, and it just does not compare.  It's like looking at Google street-view compared with actually going to visit the real place.

I'm thinking of buying the Dodosim 206, but it will be useless to me if it won't work with the Rift, so I'm looking for some sort of assurances before I pay for it.

Cheers,
Dwight.
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: May 05 2017,13:30

Dwight,
Whilst Higgy undoubtably has/had some issues, there are many people who are using it with the Rift without any issues at all.  

I fly it with the Rift and FlyInside all the time.  (Disclamer: I wrote it, so I'm hardly an impartial commenter.)

However, I did encounter some problems which occur after FlyInside was installed that relate to how FSX/P3D then handle the .gau dll file.  These issues could cause application crashes.

I believe I fixed all the problems, but Higgy's not got back to me yet regarding my latest test build on whether it solved the problems for him.  (Indeed, it could be that the problems I found are nothing to do with what's causing his.)

There are no inherent reasons why any aircraft should not be incompatible with the Rift.  The driver just intercepts the Direct3D rendering and draws two images.  That happens at a lower level than the aircraft dll operates within the sim.  But different combinations of different add-ons occasionally have bizarre and unexpected interactions, and it's not always easy to figure out why, especially when so much of the internal operation of the sim, the Windows sub-systems it uses, etc. are hidden from us as developers.

It's also fair to say that at any moment and unexpected side-effect of a driver update for graphics, VR, or Windows kernel update can simply break stuff that's worked for years.  In these cases the problems can often be system specific due to different hardware and system software configurations.  That being said, we always do our best to try and get to the bottom of issues.  Our 206 has been running happily on PCs since 32 bit XP and it seems the recent introduction of VR is the only real problem (for some people at least) that we've encountered.

Regards,

Si
Back to top
Profile PM 
djtrebor
(HC139DJ)
Offline





Group: Student Pilot
Posts: 4
Joined: Mar. 2007
Posted: July 20 2017,19:37

Hi, I also have a problem with dodosim 206 on fsx steam, i use google oculus rift and flyinsade. I have old versions of dodo plus service pack 1. After running it stops working fsx steam. What should I do, or what was described in the thread. I returned to flying after 7 years ago because I have Vr google. Waiting for p3dv4 versions. I am flying on other simulators like DCS and x plane 11 but I really like the bell 206 and want to fly it, help :)

Edited by djtrebor on July 20 2017,19:38
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Aug. 04 2017,16:03

I have a replacement gauge file in which I've attempted to fix issues that appear to be causing some problems for FlyInside users.  It seems to work for some peopple but not others, so it's likely some of the problems are still eluding us.  Additionally there's a chance some of the problems are not caused by our software alone, but how it, FlyInside, FSX/P3D and the OS and graphics drivers all interact in concert.

If you PM me your email address I can send you the new gauge for you to try, but there is no guarantee it will work for you.

Si
Back to top
Profile PM 
djtrebor
(HC139DJ)
Offline





Group: Student Pilot
Posts: 4
Joined: Mar. 2007
Posted: Aug. 07 2017,14:53

Thank you for answer and help and I hope your file will cause my dodo sim to be useful. I wrote and sent you my address on a private message.

Edited by djtrebor on Aug. 07 2017,14:56
Back to top
Profile PM 
rotorrick
(HC536RO)
Offline





Group: Member
Posts: 3
Joined: Mar. 2008
Posted: Mar. 23 2018,22:51

Long Long Time Dodo supporter here! I have finally gotten an Oculus Rift specifically to use it with the DodSim 206.

How is the fix progressing? I'd be willing to try the "maybe fix" if you'd be so kind as to send it to me.

Also, have you looked at Aerofly FS2? They do not currently have a Heli in their sim at all, but the physics are implemented. Dodo's 206 plus Aerofly would be amazing!

FYI: I fly a JetRanger regularly and am always pleased with the DodoSim 206 performance.

Thank you for your tireless work!

Rick
Back to top
Profile PM 
Simon853
(HC685SI)
Offline





Group: Member
Posts: 2309
Joined: Sep. 2005
Posted: Mar. 26 2018,17:39

I produced a version of the Dodosim 206 FSX which seemed to help some people having problems with the Dodo under FlyInside VR in FSX.  For other people it still didn't work and a lot of other people have been having no problems with the release version.

For peoplpe that are having trouble, there's no obvious reason what is causing a problem.  The devs at FlyInside took a look at some error logs I forwarded to them and they suspected from those it looked like it was a graphics driving crash, but they were unable to repeat it because it worked ok for them.

So, if you're having problems with the release version then I can certainly send you the tweaked build, but there's no guarantee it'll fix the problem.  It's also worth trying FSX Steam Edition or P3Dv3 rather than the old FSX boxed edition as then at least you're running a newer application, built against much more recent runtime libraries aimed at running on the newer Windows platforms, rather than a 12 year-old app running designed for Windows XP.

The problem with debugging a crash like what happens with VR is we're dealing with a much more complicated situation.  not only have we got the Dodo itself, FSX and Windows that could interact erroneously to cause a problem, but we alsohave the Oculus runtime, FlyInside and the graphics drivers which may be causing a hiccup.  And we can only accurately diagnose a problem if the crash occurs within the Dodo .gau dll itself.

PM me if you're having issues and you'd like to try the tweaked build.  No promises, but it might help.

Si
Back to top
Profile PM 
58 replies since Jan. 06 2017,16:38 < Next Oldest | Next Newest >

[ Track this topic :: Email this topic :: Print this topic ]

Pages: (3) < 1 2 [3] >